heya, new to the NWN2 community ..
I've recently uploaded a very small package to the NWVault called the Personal Impossibility Adjustment. It's meant for, as the title suggests, players who find battles too easy, and it's based on Reeron's "Increased Challenge" as enhanced by 3miLy_raNgeR's "Difficulty Modifier". It's been working great for me in the OC & MotB! It should work fine in any module that uses the NWN2 default onSpawn and onHeartbeat scripts (instructions for inserting into other Mods included).
I've posted this here because the 'Scripts' section of the board seems geared more to the technical side of things, but this is just a general notice.
My goal is to increase the game-play and re-play value of NWN2, for those who find combat boring, like I did.
n.b. the package is for SP (single player) and MP (multi-player) end users; it has very limited value for builders.
Lastly, if I've accidentally attibuted credit to the primary authors incorrectly (and they take offense ..) Please let me know (note, third-person information taken with a grain of salt or two). Tks
games too easy? (promo)
Débuté par
kevL
, nov. 23 2010 07:09
#1
Posté 23 novembre 2010 - 07:09
#2
Posté 23 novembre 2010 - 09:12
This does look cool!
By the way, your comments about it being good for MP but not for builders, I find a little strange. Wouldn't the builder implement this themselves? A player cannot adjust the difficulty on a Persistant World, for instance.
By the way, your comments about it being good for MP but not for builders, I find a little strange. Wouldn't the builder implement this themselves? A player cannot adjust the difficulty on a Persistant World, for instance.
#3
Posté 24 novembre 2010 - 12:37
hi Banshe,
by 'MP' I didn't mean online-play, sorry 'bout the confusion. I mean "a group of friends on a closed server'' who find the game not tuff enough.
but I'm glad you raised the point because I'd like to explain how Mod builders *could* use this: Game Challenge is difficult to set, considering how widely players' skills & interests vary. A designer can make his/her module/campaign at a fairly light or moderate difficulty (fight-wise), and then include the PIA (or other difficulty modifier) as an integral part - mention the options for 'difficulty.2da' in the mod's ReadMe. Thus the player who is running the server, whose group are finding things too easy, could bump up the creature-settings however much, or little, they need to ..
I can't see it being used on PWs *at all* - unless a PW admin decided, say "Wednesday's are Impossible Day!"
by 'MP' I didn't mean online-play, sorry 'bout the confusion. I mean "a group of friends on a closed server'' who find the game not tuff enough.
but I'm glad you raised the point because I'd like to explain how Mod builders *could* use this: Game Challenge is difficult to set, considering how widely players' skills & interests vary. A designer can make his/her module/campaign at a fairly light or moderate difficulty (fight-wise), and then include the PIA (or other difficulty modifier) as an integral part - mention the options for 'difficulty.2da' in the mod's ReadMe. Thus the player who is running the server, whose group are finding things too easy, could bump up the creature-settings however much, or little, they need to ..
I can't see it being used on PWs *at all* - unless a PW admin decided, say "Wednesday's are Impossible Day!"





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